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Re: Syndicate Challenge Area Question

PostPosted: Mon Feb 18, 2013 8:47 pm
by SYN_Vander
New version, now with all missions!

SYN Squad Challenge - (coop)v2.zip

Re: Syndicate Challenge Area Question

PostPosted: Fri Feb 22, 2013 9:20 pm
by WWGeezer
Thanks for offering to send the rest on. I poked around at the missions you sent and have a few ideas.

I think what I plan on doing is modifying the missions slightly to use as a training tools and use them for "scrimmaging" within our own squad so that we can get more comfortable with the Arty Spotting, Recon and High Altitude Bombing.

1. leave the bomber base alone
2. Strip the fighter defense and escorts down to one flight on each side
3. eliminate the random mission goals and random next mission roll overs and save a version that is Arty Spotting, Recon, and Bombing, one each

this way we can train a group of bomber pilots with one flight of escorts going against one flight of defenders until we get comfortable with the format and techniques. Just seems like a great format for that and if the bombers fail early, just run it again until they get the hang of it. Seems like the set up is ideal for something like that and something we could run with 10 to 12 pilots.

After that we will be ready for a true intersquad event with the original missions as designed.

Already have reached out to a few squads who are interested in running the Challenge Area missions a little later in spring ( after Bloody April III)

Will keep you posted on our progress.

Re: Syndicate Challenge Area Question

PostPosted: Fri Feb 22, 2013 10:57 pm
by SYN_Vander
Good stuff!

Re: Syndicate Challenge Area Question

PostPosted: Sat Mar 02, 2013 10:23 pm
by WWGeezer
Ran into some issues running these on a dedicated server. Sitting Duck and I are digging into it, we have gotten the server to start up the missions, but when I attempt to join I get file errors and can't join, getting file transfer errors. Duck notice these two lines in the .list file in every version of the six missions

filename="swf\artcorrection.gfx","f6df9e2b"
filename="swf\photorecon.gfx","0b4447cd"


we can find the photorecon file but its is one tier deeper and slightly different swf\externalmedia\photoreconex\photoreconex.gfx

we found that if we delete these files, I can join the server. Pretty sure these relate to the camera icon for the recon missions

any guesses whats going on?

Re: Syndicate Challenge Area Question

PostPosted: Sat Mar 02, 2013 10:31 pm
by WWGeezer
I have this gut feeling that these are files that have to be placed in the swf file on the server? I know they are played as part of the arty spotting and recon missions

Re: Syndicate Challenge Area Question

PostPosted: Sun Mar 03, 2013 1:40 am
by WWGeezer
okay, now the really stupid question

how the heck do you start a coop mission on a dedicated server? No host to push the "ready" button, a joining flyer doesn't start it.....must be a trick!!

Re: Syndicate Challenge Area Question

PostPosted: Sun Mar 03, 2013 10:07 am
by SYN_Vander
Hi Geezer!

The lines

filename="swf\artcorrection.gfx","f6df9e2b"
filename="swf\photorecon.gfx","0b4447cd"

refer to files that are part of the game, not the ones that Ankor made (in externalmedia directory).
The part that goes wrong is that the mission (editor) uses a "\" in the path name, while it should be "/"
So find the Media MCU that has this reference and change the path name accordingly

For example in SYN Squad Challenge - Central Offensive, in group "objectives" you'll find a Media MCU named "Photo Recon Dialog".
Change the path "swf\photorecon.gfx" to "swf/photorecon.gfx"

Other Media mcu's there are ARTI_MEDIA, Arty Spotting dialog and another Photo Recon Dialog. And then most of these are double as there are two objectives.

There is more simpler, quick fix: Open the .list file and simply delete the lines
filename="swf\artcorrection.gfx","f6df9e2b"
filename="swf\photorecon.gfx","0b4447cd"
then save the file again.
Keep in mind, everytime you change and save the mission, these lines will return in the .list file! So the first method is more work, but more future proof...


To start a coop on a dedicated server you need at least two people. This is annoying; I already asked the devs if this can be changed but I never saw a response.

Re: Syndicate Challenge Area Question

PostPosted: Sun Mar 03, 2013 1:19 pm
by WWGeezer
Great info! We got close to solving it but not all the way.

Regarding the "two people to start a coop" how does the timing of that work....meaning if five people join, click their box and start reporting "ready", does the mission start when the last person hits ready?

Re: Syndicate Challenge Area Question

PostPosted: Sun Mar 03, 2013 8:27 pm
by SYN_Vander
WWGeezer wrote:Great info! We got close to solving it but not all the way.

Regarding the "two people to start a coop" how does the timing of that work....meaning if five people join, click their box and start reporting "ready", does the mission start when the last person hits ready?


Yup, that's it!